Awareness:
This is the skill for noticing what is going on around you, from
hearing a whisper, to smelling the acrid aroma of something
burning.
It is also used combining hand to hand or any combat skill to
build up your defenses.
Magic
Comprehension:
This is not a
skill to cast magic; rather, this is a skill to learn magic for
future casting. For example; If a character has possession of a
tome of light, and it requires a expert level of magic
comprehension, it means it is a difficult book to study and
learn. To understand this skill more, read the Magic pages.
Casting
Comprehension:
Once one has gathered the tools and knowledge, one would need to
be able to put them together to create the magical force.
This is where casting comprehension comes into play, without
someone may know how to read magic, but just doesn't know how to
cast.
Intimidation:
A tricky, highly personal skill: instilling anxiety, awe,
nervousness, trepidation, panic, despondency, etc. in others.
Physical skills are sometimes combined with this. Includes
ability to cast doubt, suspicions, qualms and hesitation away
from the artist and onto others, especially ones that the Victim
loves and trusts. Masters of Intimidation know they need not
lift a hand to make one's blood run cold. A Sage Artist need not
even be physically present after initial contact with the
victim; the lasting impression already made, preying and
weighing on the victim's mind, and now the mere thought of the
Artist can scare the victim out of his senses. Aftereffects
include but are not limited to: Nightmares, trembling and
tremor, cold sweat; involuntary facial tics; skin colors pale as
ash; fear of one's own shadow. If practiced upon an animal it
may cause stampede.
Influence:
This is the art of being able to sway others to your methods of
thinking, acting, doing. This may be used either by charismatic
words, "winning" people over to your ways of seeing
things, or may be combined with Intimidation and other skills.
Craftsmanship:
This skill involves the creation of original, and copied, works
such as carpentry, metal working, artistry, etc. Anything that
uses the hands and creative process to make items and works of
art.
Survival:
This ability to get out of a tough situation, to adapt to new
surroundings and settings. This skill is highly useful for the
hired mercenary or struggling resistance fighter. In degrees it
can help the physically weak conquer the stronger, and vise
versa.
Reflex & Instinct:
This skill shows how one is able to handle ones body and
movements. For example: When in the dark, you learn to
compensate with your other senses since sight is now
handicapped. Being able to attune yourself for movement, smell
or the slightest pin drop is your reflex and instinct in any
dangerous situation.
Charm & Charisma:
Physical beauty does has its uses, and the ability to know how
to use it is an acquired skill. From merely distracting the eye
of a guard, or charming a snake can be greatly utilized. The
difference between this skill and Influence, is Influence
predominately uses word and persuasion, where Charm &
Charisma is based solely on physical traits.
Comedy:
The art of the Jester, a skill acquired through wit or physical
acts to amuse an individual or group. Can be rewarding in a
profession, or personal life, or useful in an adventure where
humor is needed to boost the esteem of the party, (or even
degrade it).
Education:
If your character is of the scholarly persuasion, it is best to
define their education. What fields they are have the most
expertise, and their acquired experience. Education pertains to
the knowledge acquired through schooling and profession, it is
not the same as knowledge acquired through street know-how and
experience.
|
Bladed
Weapons:
Any weapon with a bladed edge, usually swords, axes, rapiers,
halberds, daggers, etc. They can be used in this skill to parry,
block, as well as attacking. This skill is usually found being
used by swordsmen or professions who deal with offensive
fighting, or even rogues. (Front line, Barbarians, Mercenaries,
etc)
Blunted Weapons:
Any weapons without a bladed edge or a sharp point is considered
a blunt weapon. Instead of cutting their targets these weapons
deliver their damage through hard crushing blows. Examples of
Blunted Weapons are staff, mace, club, hammer, etc. This skill
can be used as well to attack and also parry or block. Mages or
Wizards tend to practice this skill with their magic abilities
as a reserve or defense mechanism for times when they set their
magic aside.
Ranged Weapons:
These weapons fall into examples like the crossbow, longbow,
javelins, throwing daggers, etc. They require high dexterity.
Even though most weapons can be used as a defense, these, on the
contrary, are not due to the fact that they are used in range
and as projectiles.
Stealth:
While being commonly used by rogues or sniper stereotypes, this
skill deals with hiding, lurking, hunting, etc. Mostly used by
being hidden in the shadows. It is logically known that
assassins practice this skill on all of their victims.
Hand to Hand:
This usually deals with basic brawling developing into such
mastery as martial arts of the characters wishes at Sage level.
This is the skill that also includes mastery and defense as in
dodging, blocking, and swiftly moving out of an attack.
Sleight of Hand:
Commonly used by Thieves or Magicians. This skill involves a
quick hand and high intelligence to produce trickery or just
common theft such as pick pocketing.
Spiritualism:
Often a skill developed by Clergy, Shamans and Druids. This
involves how a person can interact with the spiritual world,
including their Gods and Souls. A Shaman uses his spirituality
to produce information and answers to complex answers, often in
the form of animal guides. Clerics use it in the communion with
their Gods to the people in masses, and Druids use it in natural
healing and divining the future. Others may come into contact
with this skill through psychics, gypsies, etc.
Intuition:
A personal skill often combined with Reflex & Instinct
skill, this most often becomes a natural warning of danger or
insight into something for the person who works on developing
it. Woman are most often said to have natural intuition, and
sometimes focus on building it and attuning it to help others as
well as themselves.
Constitution:
Physical Health can be very important for ones profession and
daily life. Physical well-being can be deliberately
strengthened, whether by natural means or artificial. This
skill, deals with how long one can withstand in a physically
taxing situation. How far they learn to push their body, and how
much pain they can take before giving in. After Intermediate
level, this would begin to apply to mental constitution as well.
Adaptation:
This skill is measured in how well the character learns to adapt
their mind & body to new surroundings and situations. Much
like Constitution, combined it has helped in the survival of
species, professions, and lives.
Animalism:
Animals is the acquired skill that is both natural, and
studied in Rangers, Shamans, Farmers, etc. It is the
understanding of the animal world; their behaviors, habits,
instincts, and talents. Animalism, if controlled, can utilize
these qualities for the person's gain, or help. Often those with
animalism at a experienced level choose to take special pets, or
familiars that heighten their playing experience.
|